Search Results

Search found 1364 results on 55 pages for 'jump in!'.

Page 8/55 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • c# Regex trouble

    - by Shannow
    Hi there, I'm having a bit of trouble with my regex. String a = @"{target=}jump"; String b = "continue"; String c = "jump"; String d = @"{target=intro}jump"; String e = "prev"; String f = @"{target=}choice"; String g = @"{target=intro}choice"; String h = "choice"; String i = "previous"; String j = @"{target=intro}continue"; String k = "cont"; String l = @"{target=}continue"; Regex regex = new Regex(@"(^{target=(\w.*)}(choice|jump))|(^[^.]*(continue|previous))"); var a_res = regex.IsMatch(a); var b_res = regex.IsMatch(b); var c_res = regex.IsMatch(c); var d_res = regex.IsMatch(d); var e_res = regex.IsMatch(e); var f_res = regex.IsMatch(f); var g_res = regex.IsMatch(g); var h_res = regex.IsMatch(h); var i_res = regex.IsMatch(i); var j_res = regex.IsMatch(j); var k_res = regex.IsMatch(k); var l_res = regex.IsMatch(l); Basically what i need is to get a match when choice or jump is present that it is proceeded by {target= } with any number of characters after the =. And also to match if continue or previous are present but only if they are proceeded by nothing. so A = false, b = true, c = false, d = true, e = false, f = false, g = true, h = false, i = true, j = false, k = false and l = false, with my regex above I get correct reading for everything bar j and l. Can anyone please help?

    Read the article

  • Help improving a simple assembly function

    - by MPelletier
    I just handed in this function in an assignment. It is done (hence no homework tag). But I would like to see how this can be improved. Essentially, the function sums the squares of all the integers between 1 and the given number, using the following formula: n(n+1)(2n+1)/6 Where n is the maximum number. The function below is made to catch any overflow and return 0 should any occur. UInt32 sumSquares(const UInt32 number) { int result = 0; __asm { mov eax, number //move number in eax mov edx, 2 //move 2 in edx mul edx //multiply (2n) jo end //jump to end if overflow add eax, 1 //addition (2n+1) jo end //jump to end if overflow mov ecx, eax //move (2n+1) in ecx mov ebx, number //move number in ebx add ebx, 1 //addition (n+1) jo end //jump to end if overflow mov eax, number //move number in eax for multiplication mul ebx //multiply n(n+1) jo end //jump to end if overflow mul ecx //multiply n(n+1)(2n+1) jo end //jump to end if overflow mov ebx, 6 //move 6 in ebx div ebx //divide by 6, the result will be in eax mov result, eax //move eax in result end: } return result; } Basically, I want to know what I can improve in there. In terms of best-practices mostly. One thing sounds obvious: smarter overflow check (with a single check for whatever maximum input would cause an overflow).

    Read the article

  • making my player sprite land on top of my platform sprite

    - by Stone
    Hi, in my XNA game(im fairly new to XNA by the way) i would like to have my player sprite land on top of a platform. i have a player sprite class that inherits from my regular sprite class, and the regular sprite class for basic non playable sprite stuff such as boxes, background stuff, and platforms. However, i am unsure how to implement a way to make my player sprite land on a platform. My player Sprite can jump and move around, but i dont know where and how to check to see if it is on top of my platform sprite. My player sprites jump method is here private void Jump() { if (mCurrentState != State.Jumping) { mCurrentState = State.Jumping; mStartingPosition = Position; mDirection.Y = MOVE_UP; mSpeed = new Vector2(jumpSpeed, jumpSpeed); } } mStartingPosition is player sprites starting position of the jump, and Position is the player sprites current position. I would think that my code for checking to see whether my player sprite is on top of my platform sprite. I am unsure how to reference my platform sprite inside of the playersprite class and inside of the jump method. i think it should be something like this //platformSprite.CollisonBox would be the rectangle around the platform, but im not //sure how to check to see if player.Position is touching any point //on platformSprite.CollisionBox if(player.Position == platformSprite.CollisionBox) { player.mDirection = 0; } Again im pretty new to programming and XNA, and some of this logic i dont quite understand so any help on any of it would be greatly appreciated:D Thanks

    Read the article

  • Pinning Projects and Solutions with Visual Studio 2010

    - by ScottGu
    This is the twenty-fourth in a series of blog posts I’m doing on the VS 2010 and .NET 4 release. Today’s blog post covers a very small, but still useful, feature of VS 2010 – the ability to “pin” projects and solutions to both the Windows 7 taskbar as well VS 2010 Start Page.  This makes it easier to quickly find and open projects in the IDE. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] VS 2010 Jump List on Windows 7 Taskbar Windows 7 added support for customizing the taskbar at the bottom of your screen.  You can “pin” and re-arrange your application icons on it however you want. Most developers using Visual Studio 2010 on Windows 7 probably already know that they can “pin” the Visual Studio icon to the Windows 7 taskbar – making it always present.  What you might not yet have discovered, though, is that Visual Studio 2010 also exposes a Taskbar “jump list” that you can use to quickly find and load your most recently used projects as well. To activate this, simply right-click on the VS 2010 icon in the task bar and you’ll see a list of your most recent projects.  Clicking one will load it within Visual Studio 2010: Pinning Projects on the VS 2010 Jump List with Windows 7 One nice feature also supported by VS 2010 is the ability to optionally “pin” projects to the jump-list as well – which makes them always listed at the top.  To enable this, simply hover over the project you want to pin and then click the “pin” icon that appears on the right of it: When you click the pin the project will be added to a new “Pinned” list at the top of the jumplist: This enables you to always display your own list of projects at the top of the list.  You can optionally click and drag them to display in any order you want. VS 2010 Start Page and Project Pinning VS 2010 has a new “start page” that displays by default each time you launch a new instance of Visual Studio.  In addition to displaying learning and help resources, it also includes a “Recent Projects” section that you can use to quickly load previous projects that you have recently worked on: The “Recent Projects” section of the start page also supports the concept of “pinning” a link to projects you want to always keep in the list – regardless of how recently they’ve been accessed. To “pin” a project to the list you simply select the “pin” icon that appears when you hover over an item within the list: Once you’ve pinned a project to the start page list it will always show up in it (at least until you “unpin” it). Summary This project pinning support is a small but nice usability improvement with VS 2010 and can make it easier to quickly find and load projects/solutions.  If you work with a lot of projects at the same time it offers a nice shortcut to load them. Hope this helps, Scott

    Read the article

  • Council for the Development of a jumping game!

    - by Esteban Quintero
    I want to create platforms on the stage, where a sprite is jumping on them. something like this http://itunes.apple.com/es/app/doodle-jump-cuidado-extremadamente/id307727765?mt=8 I would like some guidance to do so. 1) what is the best way to simulate the jump? (Velocity or EnityModifier) 2) as platforms rabdom I can generate, with no overlap? 3) should move the camera or the sprites of the stage?

    Read the article

  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

    Read the article

  • KVM and JBoss Java Application Server

    - by Jason
    We have a large Xen deployment running on both RHEL and CentOS and have recently started looking at KVM since this is where it looks like the future of VM's are on Linux. We can load the server and get everything running without an issue. However when we load up a new one with JBoss (4.2 Community edition, Sun JDK 6) and load a large EAR the server goes a little crazy. The %sy will jump to 80-99% and just hang for large periods of time we see a similar jump in %us on the host machine. We though at first this might be I/O as it seems to happen at start of JBoss but then would "cool down" after everything got loaded. We did some tests by extracting some large tar.gz files and using jar -xvf on the ear but could not re-create. Then we starting thinking this might be some type of memory access issues. We loaded a c-program that would generate a lot of memory activity and sure enough we saw the spikes again. Not as high mind you but we did see it jump. We then wrote a small java program to do the same thing and sure enough we saw it jump again. Any thoughts on what might be causing this? Is this just the way KVM works? As a side note we do NOT see this behavior on any other setup. Xen, VMWare and/or native iron. The system does seem a bit slower than our Xen / VMware ones.

    Read the article

  • ASM programming, how to use loop?

    - by chris
    Hello. Im first time here.I am a college student. I've created a simple program by using assembly language. And im wondering if i can use loop method to run it almost samething as what it does below the program i posted. and im also eager to find someome who i can talk through MSN messanger so i can ask you questions right away.(if possible) ok thank you .MODEL small .STACK 400h .data prompt db 10,13,'Please enter a 3 digit number, example 100:',10,13,'$' ;10,13 cause to go to next line first_digit db 0d second_digit db 0d third_digit db 0d Not_prime db 10,13,'This number is not prime!',10,13,'$' prime db 10,13,'This number is prime!',10,13,'$' question db 10,13,'Do you want to contine Y/N $' counter dw 0d number dw 0d half dw ? .code Start: mov ax, @data ;establish access to the data segment mov ds, ax mov number, 0d LetsRoll: mov dx, offset prompt ; print the string (please enter a 3 digit...) mov ah, 9h int 21h ;execute ;read FIRST DIGIT mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov first_digit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, doubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 100d ;This is so we can calculate 100*1st digit +10*2nd digit + 3rd digit mul cx ;start to accumulate the 3 digit number in the variable imul cx ;it is understood that the other operand is ax ;AND that the result will use both dx::ax ;but we understand that dx will contain only leading zeros add number, ax ;save ;variable <number> now contains 1st digit * 10 ;---------------------------------------------------------------------- ;read SECOND DIGIT, multiply by 10 and add in mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov second_digit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, boubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 10d ;continue to accumulate the 3 digit number in the variable mul cx ;it is understood that the other operand is ax, containing first digit ;AND that the result will use both dx::ax ;but we understand that dx will contain only leading zeros. Ignore them add number, ax ;save -- nearly finished ;variable <number> now contains 1st digit * 100 + second digit * 10 ;---------------------------------------------------------------------- ;read THIRD DIGIT, add it in (no multiplication this time) mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov third_digit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, boubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer add number, ax ;Both my variable number and ax are 16 bits, so equal size mov ax, number ;copy contents of number to ax mov cx, 2h div cx ;Divide by cx mov half, ax ;copy the contents of ax to half mov cx, 2h; mov ax, number; ;copy numbers to ax xor dx, dx ;flush dx jmp prime_check ;jump to prime check print_question: mov dx, offset question ;print string (do you want to continue Y/N?) mov ah, 9h int 21h ;execute mov ah, 1h int 21h ;execute cmp al, 4eh ;compare je Exit ;jump to exit cmp al, 6eh ;compare je Exit ;jump to exit cmp al, 59h ;compare je Start ;jump to start cmp al, 79h ;compare je Start ;jump to start prime_check: div cx; ;Divide by cx cmp dx, 0h ;reset the value of dx je print_not_prime ;jump to not prime xor dx, dx; ;flush dx mov ax, number ;copy the contents of number to ax cmp cx, half ;compare half with cx je print_prime ;jump to print prime section inc cx; ;increment cx by one jmp prime_check ;repeat the prime check print_prime: mov dx, offset prime ;print string (this number is prime!) mov ah, 9h int 21h ;execute jmp print_question ;jumps to question (do you want to continue Y/N?) this is for repeat print_not_prime: mov dx, offset Not_prime ;print string (this number is not prime!) mov ah, 9h int 21h ;execute jmp print_question ;jumps to question (do you want to continue Y/N?) this is for repeat Exit: mov ah, 4ch int 21h ;execute exit END Start

    Read the article

  • Windows Explorer Jumplist delay

    - by Jeremy B.
    I've begun to have an issue with the Jump list for Windows Explorer (Windows 7). What happens is that when i gesture click, or right click on the explorer icon the first time after rebooting the initial menu (Windows Explorer, Unpin) and the Jump List with my pinned folders and frequent folders works fine. Any subsequent attempt will open the initial menu, but the jump list will experience a long delay (10-20 seconds) before the pinned and frequent folders will pop up. Initially my frequent folders would grab a networked drive which I thought might be the cause. I have removed that from the list and there is still no change. I really enjoy being able to quickly hit directories i use often and this is quite frustrating. Any help would be extremely appreciated.

    Read the article

  • Jumping Vs. Gravity

    - by PhaDaPhunk
    Hi i'm working on my first XNA 2D game and I have a little problem. If I jump, my sprite jumps but does not fall down. And I also have another problem, the user can hold spacebar to jump as high as he wants and I don't know how to keep him from doing that. Here's my code: The Jump : if (FaKeyboard.IsKeyDown(Keys.Space)) { Jumping = true; xPosition -= new Vector2(0, 5); } if (xPosition.Y >= 10) { Jumping = false; Grounded = false; } The really simple basic Gravity: if (!Grounded && !Jumping) { xPosition += new Vector2(1, 3) * speed; } Here's where's the grounded is set to True or False with a Collision Rectangle MegamanRectangle = new Rectangle((int)xPosition.X, (int)xPosition.Y, FrameSizeDraw.X, FrameSizeDraw.Y); Rectangle Block1Rectangle = new Rectangle((int)0, (int)73, Block1.Width, Block1.Height); Rectangle Block2Rectangle = new Rectangle((int)500, (int)73, Block2.Width, Block2.Height); if ((MegamanRectangle.Intersects(Block1Rectangle) || (MegamanRectangle.Intersects(Block2Rectangle)))) { Grounded = true; } else { Grounded = false; } The grounded bool and The gravity have been tested and are working. Any ideas why? Thanks in advance and don't hesitate to ask if you need another Part of the Code.

    Read the article

  • Felix Baumgartner Skydives from the Edge of Space [Video]

    - by Jason Fitzpatrick
    Yesterday Felix Baumgartner broke the record for highest skydive by leaping out of a capsule 128,100 feet above the Earth. Check out his jump in the following videos. After flying to an altitude of 39,045 meters (128,100 feet) in a helium-filled balloon, Felix Baumgartner completed a record breaking jump for the ages from the edge of space, exactly 65 years after Chuck Yeager first broke the sound barrier flying in an experimental rocket-powered airplane. Felix reached a maximum of speed of 1,342.8 km/h (833mph) through the near vacuum of the stratosphere before being slowed by the atmosphere later during his 4:20 minute long freefall. The 43-year-old Austrian skydiving expert also broke two other world records (highest freefall, highest manned balloon flight), leaving the one for the longest freefall to project mentor Col. Joe Kittinger. The above video is a 2 minute highlight reel of the ascent and jump; check out the full 15 minute descent video here. For an in-depth look at the technology used to keep Baumgartner safe during his record setting journey, hit up the link below. The Tech Behind Felix Baumgartner’s Stratospheric Skydive [ExtremeTech] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

    Read the article

  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

    Read the article

  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

    Read the article

  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

    Read the article

  • Quoted on MVA Voices

    A couple of weeks ago, I received an email from the Dean of Microsoft Virtual Academy (MVA) asking for permission to quote a statement I made during a jump start. Following is an excerpt from that request: "Dear Jochen, I would like to thank you for providing insight as to how the Advanced HTML5 Jump Start helped you improve your skills.  I mentioned this to the leadership team at MVA, and they were pleased to hear this so much that they would like your permission to use a quote from your email to me on the MVA website." Of course! I really enjoy those free MVA jump starts - live and later the recordings. Actually, I prefer the live ones because you really have a chance to communicate with the MVA studio team and the experts in the chat. Luckily, the live stream is provided in two quality levels and with the remote situation of Mauritius, I always have to switch to 'Standard Quality' to avoid too much buffering and to enjoy a smooth experience. Later on, the recordings are great for rehearsal and repetition of the material. You can download and watch them offline while commuting, or what I'm going to do in the future - to use them as material for a study group within the Mauritius Software Craftsmanship Community (MSCC). For sure, this is going to be a lot of fun, and I'm looking forward to work with other Windows-oriented software craftsmen in order to 'push' them towards Microsoft certifications. By chance, I discovered today that my quote has been published in the MVA Voices section: Click to enlarge: Screenshot of Microsoft Virtual Academy web site taken on 04.07.2013 Thank you very much, MVA - this made my day and I'm very happy to be quoted.

    Read the article

  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

    Read the article

  • JAXB doesn't unmarshal list of interfaces

    - by Joker_vD
    It seems JAXB can't read what it writes. Consider the following code: interface IFoo { void jump(); } @XmlRootElement class Bar implements IFoo { @XmlElement public String y; public Bar() { y = ""; } public Bar(String y) { this.y = y; } @Override public void jump() { System.out.println(y); } } @XmlRootElement class Baz implements IFoo { @XmlElement public int x; public Baz() { x = 0; } public Baz(int x) { this.x = x; } @Override public void jump() { System.out.println(x); } } @XmlRootElement public class Holder { private List<IFoo> things; public Holder() { things = new ArrayList<>(); } @XmlElementWrapper @XmlAnyElement public List<IFoo> getThings() { return things; } public void addThing(IFoo thing) { things.add(thing); } } // ... try { JAXBContext context = JAXBContext.newInstance(Holder.class, Bar.class, Baz.class); Holder holder = new Holder(); holder.addThing(new Bar("1")); holder.addThing(new Baz(2)); holder.addThing(new Baz(3)); for (IFoo thing : holder.getThings()) { thing.jump(); } StringWriter s = new StringWriter(); context.createMarshaller().marshal(holder, s); String data = s.toString(); System.out.println(data); StringReader t = new StringReader(data); Holder holder2 = (Holder)context.createUnmarshaller().unmarshal(t); for (IFoo thing : holder2.getThings()) { thing.jump(); } } catch (Exception e) { System.err.println(e.getMessage()); } It's a simplified example, of course. The point is that I have to store two very differently implemented classes, Bar and Baz, in one collection. Well, I observed that they have pretty similar public interface, so I created an interface IFoo and made them two to implement it. Now, I want to have tools to save and load this collection to/from XML. Unfortunately, this code doesn't quite work: the collection is saved, but then it cannot be loaded! The intended output is 1 2 3 some xml 1 2 3 But unfortunately, the actual output is 1 2 3 some xml com.sun.org.apache.xerces.internal.dom.ElementNSImpl cannot be cast to testapplication1.IFoo Apparently, I need to use the annotations in a different way? Or to give up on JAXB and look for something else? I, well, can write "XMLNode toXML()" method for all classes I wan't to (de)marshal, but...

    Read the article

  • Do we still have a case against the goto statement? [closed]

    - by FredOverflow
    Possible Duplicate: Is it ever worthwhile using goto? In a recent article, Andrew Koenig writes: When asked why goto statements are harmful, most programmers will say something like "because they make programs hard to understand." Press harder, and you may well hear something like "I don't really know, but that's what I was taught." For that reason, I'd like to summarize Dijkstra's arguments. He then shows two program fragments, one without a goto and and one with a goto: if (n < 0) n = 0; Assuming that n is a variable of a built-in numeric type, we know that after this code, n is nonnegative. Suppose we rewrite this fragment: if (n >= 0) goto nonneg; n = 0; nonneg: ; In theory, this rewrite should have the same effect as the original. However, rewriting has changed something important: It has opened the possibility of transferring control to nonneg from anywhere else in the program. I emphasized the part that I don't agree with. Modern languages like C++ do not allow goto to transfer control arbitrarily. Here are two examples: You cannot jump to a label that is defined in a different function. You cannot jump over a variable initialization. Now consider composing your code of tiny functions that adhere to the single responsibility principle: int clamp_to_zero(int n) { if (n >= 0) goto n_is_not_negative: n = 0; n_is_not_negative: return n; } The classic argument against the goto statement is that control could have transferred from anywhere inside your program to the label n_is_not_negative, but this simply is not (and was never) true in C++. If you try it, you will get a compiler error, because labels are scoped. The rest of the program doesn't even see the name n_is_not_negative, so it's just not possible to jump there. This is a static guarantee! Now, I'm not saying that this version is better then the one without the goto, but to make the latter as expressive as the first one, we would at least have to insert a comment, or even better yet, an assertion: int clamp_to_zero(int n) { if (n < 0) n = 0; // n is not negative at this point assert(n >= 0); return n; } Note that you basically get the assertion for free in the goto version, because the condition n >= 0 is already written in line 1, and n = 0; satisfies the condition trivially. But that's just a random observation. It seems to me that "don't use gotos!" is one of those dogmas like "don't use multiple returns!" that stem from a time where the real problem were functions of hundreds or even thousand of lines of code. So, do we still have a case against the goto statement, other than that it is not particularly useful? I haven't written a goto in at least a decade, but it's not like I was running away in terror whenever I encountered one. 1 Ideally, I would like to see a strong and valid argument against gotos that still holds when you adhere to established programming principles for clean code like the SRP. "You can jump anywhere" is not (and has never been) a valid argument in C++, and somehow I don't like teaching stuff that is not true. 1: Also, I have never been able to resurrect even a single velociraptor, no matter how many gotos I tried :(

    Read the article

  • 2D platformer gravity physics with slow-motion

    - by DD
    Hi all, I fine tuned my 2d platformer physics and when I added slow-motion I realized that it is messed up. The problem I have is that for some reason the physics still depends on framerate. So when I scale down time elapsed, every force is scaled down as well. So the jump force is scaled down, meaning in slow-motion, character jumps vertically smaller height and gravity force is scaled down as well so the character goes further in the air without falling. I'm sending update function in hopes that someone can help me out here (I separated vertical (jump, gravity) and walking (arbitrary walking direction on a platform - platforms can be of any angle) vectors): characterUpdate:(float)dt { //Compute walking velocity walkingAcceleration = direction of platform * walking acceleration constant * dt; initialWalkingVelocity = walkingVelocity; if( isWalking ) { if( !isJumping ) walkingVelocity = walkingVelocity + walkingAcceleration; else walkingVelocity = walkingVelocity + Vector( walking acceleration constant * dt, 0 ); } // Compute jump/fall velocity if( !isOnPlatform ) { initialVerticalVelocity = verticalVelocity; verticalVelocity = verticalVelocity + verticalAcceleration * dt; } // Add walking velocity position = position + ( walkingVelocity + initialWalkingVelocity ) * 0.5 * dt; //Add jump/fall velocity if not on a platform if( !isOnPlatform ) position = position + ( verticalVelocity + initialVerticalVelocity ) * 0.5 * dt; verticalAcceleration.y = Gravity * dt; }

    Read the article

  • In Emacs, how can I use imenu more sensibly with C#?

    - by Cheeso
    I've used emacs for a long time, but I haven't been keeping up with a bunch of features. One of these is speedbar, which I just briefly investigated now. Another is imenu. Both of these were mentioned in in-emacs-how-can-i-jump-between-functions-in-the-current-file? Using imenu, I can jump to particular methods in the module I'm working in. But there is a parse hierarchy that I have to negotiate before I get the option to choose (with autocomplete) the method name. It goes like this. I type M-x imenu and then I get to choose Using or Types. The Using choice allows me to jump to any of the using statements at the top level of the C# file (something like imports statements in a Java module, for those of you who don't know C#). Not super helpful. I choose Types. Then I have to choose a namespace and a class, even though there is just one of each in the source module. At that point I can choose between variables, types, and methods. If I choose methods I finally get the list of methods to choose from. The hierarchy I traverse looks like this; Using Types Namespace Class Types Variables Methods method names Only after I get to the 5th level do I get to select the thing I really want to jump to: a particular method. Imenu seems intelligent about the source module, but kind of hard to use. Am I doing it wrong?

    Read the article

  • C++ new memory allocation fragmentation

    - by tamulj
    I was trying to look at the behavior of the new allocator and why it doesn't place data contiguously. My code: struct ci { char c; int i; } template <typename T> void memTest() { T * pLast = new T(); for(int i = 0; i < 20; ++i) { T * pNew = new T(); cout << (pNew - pLast) << " "; pLast = pNew; } } So I ran this with char, int, ci. Most allocations were a fixed length from the last, sometimes there were odd jumps from one available block to another. sizeof(char) : 1 Average Jump: 64 bytes sizeof(int): 4 Average Jump: 16 sizeof(ci): 8 (int has to be placed on a 4 byte align) Average Jump: 9 Can anyone explain why the allocator is fragmenting memory like this? Also why is the jump for char so much larger then ints and a structure that contains both an int and char.

    Read the article

  • Looking for an appropriate design pattern

    - by user1066015
    I have a game that tracks user stats after every match, such as how far they travelled, how many times they attacked, how far they fell, etc, and my current implementations looks somewhat as follows (simplified version): Class Player{ int id; public Player(){ int id = Math.random()*100000; PlayerData.players.put(id,new PlayerData()); } public void jump(){ //Logic to make the user jump //... //call the playerManager PlayerManager.jump(this); } public void attack(Player target){ //logic to attack the player //... //call the player manager PlayerManager.attack(this,target); } } Class PlayerData{ public static HashMap<int, PlayerData> players = new HashMap<int,PlayerData>(); int id; int timesJumped; int timesAttacked; } public void incrementJumped(){ timesJumped++; } public void incrementAttacked(){ timesAttacked++; } } Class PlayerManager{ public static void jump(Player player){ players.get(player.getId()).incrementJumped(); } public void incrementAttacked(Player player, Player target){ players.get(player.getId()).incrementAttacked(); } } So I have a PlayerData class which holds all of the statistics, and brings it out of the player class because it isn't part of the player logic. Then I have PlayerManager, which would be on the server, and that controls the interactions between players (a lot of the logic that does that is excluded so I could keep this simple). I put the calls to the PlayerData class in the Manager class because sometimes you have to do certain checks between players, for instance if the attack actually hits, then you increment "attackHits". The main problem (in my opinion, correct me if I'm wrong) is that this is not very extensible. I will have to touch the PlayerData class if I want to keep track of a new stat, by adding methods and fields, and then I have to potentially add more methods to my PlayerManager, so it isn't very modulized. If there is an improvement to this that you would recommend, I would be very appreciative. Thanks.

    Read the article

  • Learning about BIOS memory, instructions and code origins

    - by m3taspl0it
    I'm learning about the BIOS and have a few questions. What is meant by, "This is the last 16 bytes of memory at the end of the first megabyte of memory"? The first instruction of BIOS is jump, which jumps to the main BIOS program, but where does it jump? Where does the original BIOS code originate? I'm also interested in POST? How are POST signals executed by the processor?

    Read the article

  • Quickly navigating Emacs buffers on a dual display setup

    - by mwilliams
    If I have an Emacs frame on each of my displays, how can I easily navigate buffers between the two displays? I typically use shift + arrows to jump to the direction of the buffer I'm looking for, but with two frames, it won't jump. Is there a trick to this? Or do I need to give the other Emacs frame focus first (which is a step I would like to avoid).

    Read the article

  • Adding local users / passwords on Kerberized Linux box

    - by Brian
    Right now if I try to add a non-system user not in the university's Kerberos realm I am prompted for a Kerberos password anyway. Obviously there is no password to be entered, so I just press enter and see: passwd: Authentication token manipulation error passwd: password unchanged Typing passwd newuser has the same issue with the same message. I tried using pwconv in the hopes that only a shadow entry was needed, but it changed nothing. I want to be able to add a local user not in the realm and give them a local password without being bothered about Kerberos. I am on Ubuntu 10.04. Here are my /etc/pam.d/common-* files (the defaults that Ubuntu's pam-auth-update package generates): account # here are the per-package modules (the "Primary" block) account [success=1 new_authtok_reqd=done default=ignore] pam_unix.so # here's the fallback if no module succeeds account requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around account required pam_permit.so # and here are more per-package modules (the "Additional" block) account required pam_krb5.so minimum_uid=1000 # end of pam-auth-update config auth # here are the per-package modules (the "Primary" block) auth [success=2 default=ignore] pam_krb5.so minimum_uid=1000 auth [success=1 default=ignore] pam_unix.so nullok_secure try_first_pass # here's the fallback if no module succeeds auth requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around auth required pam_permit.so # and here are more per-package modules (the "Additional" block) # end of pam-auth-update config password # here are the per-package modules (the "Primary" block) password requisite pam_krb5.so minimum_uid=1000 password [success=1 default=ignore] pam_unix.so obscure use_authtok try_first_pass sha512 # here's the fallback if no module succeeds password requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around password required pam_permit.so # and here are more per-package modules (the "Additional" block) # end of pam-auth-update config session # here are the per-package modules (the "Primary" block) session [default=1] pam_permit.so # here's the fallback if no module succeeds session requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around session required pam_permit.so # and here are more per-package modules (the "Additional" block) session optional pam_krb5.so minimum_uid=1000 session required pam_unix.so # end of pam-auth-update config

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >